Here I am, back with another annoying 'Eyini Guide'.

Introduction
So, you want to have your very own Cartel, eh? Well, maybe this guide will help you along that path, and teach you the pros and cons of such a move.
What is a Cartel? Well, simply put, a Cartel is a Player Association that focuses on the Underworld...namely Smugglers and Bounty Hunters. This isn't to say that these two are the only professions that would be a part of a Cartel, but they should constitute the majority of the player base.
Can it be done? Should it be done? Will it be fun for all involved? The answer to these questions (and more) will be answered as we explore the Cartel.
Part One: Why Form an Underworld P.A.?
There are Player Associations (P.A.s) for just about everything in SWG. Jedi PAs, GCW PAs, crafter PAs...it's out there. An Underworld PA (Cartel) would focus on the aspects of the Underworld...smuggling, assassination, bounty hunting, spice running, and the like. Having a Cartel is not as far-fetched as you think.
Why form a Cartel? Well, the fun involved can be immense, especially for role players. Imagine the Talon Karrde network, except that your P.A. is the one running it. Information, spice, smuggled goods....your Cartel is at the forefront of everything Underworld...
The PvP angle is just as tempting. Imagine that your Cartel, which has been around for a while and is known to be the top supplier of spice, sliced goods, and faction points decides to throw it's weight around a bit and hop into a conflict against a particular class (for sake of ease, we'll say Jedi, since the BHs are their nemesis). Denying services to Jedi (or PAs/citizens know to support the Jedi) could have a tremendous effect on the economy and the 'volatility' of the PvP world...nothing quite as intimidating as a bunch of smugglers showing up to assist the BHs in hunting down some marks...(i.e. underworld gank squads).
You can even MIX the two (RP and PvP). Some Dark Jedi Knight giving someone a hard time? Simply contact the Cartel, and for a fee your problems are 'solved'. Bribes and threats can always be employed before actual combat (yes, I do know BHs who will message a Jedi before attacking, offering him a 'buyout' on the contract..you'd be surprised how many actually will pay the bribe in exchange for being left alone for a month by an entire guild of BHs).
Part Two: How do I start a Cartel?
Well, simple game mechanics aside (buy a guildhall, get some friends to sign up, etc), it is actually alot easier than you think. There are MANY smugglers/BHs out there who do not join PAs simply because they prefer the 'loner' approach. The Cartel, in this case, is their best friend. The network is there when THEY need it, and they are still free to do their own thing.
PAs that have loose organization but strong communications last the longest. Constant 'guild nights', requirements, and 'taxes' are NOT the way of the Cartel. Members that are free to do their own thing tend to WANT to help the P.A., instead of feeling it is an oppressive obligation.
Before you even drop your guildhall, make sure you have the required members. It's best to have this first for the simple reason that when recruiting, it's easier to get people to join when you're wearing a guild tag than without. So, after you do the legwork and secure the 4-5 founders, go ahead and drop the hall.
Where to place the hall? That's totally up to you. Player cities are fine, but remember that THEY CAN COLLAPSE. Nothing worse than getting settled, and then the town falls apart and you're stuck with no shuttleport and a 5k ride to the nearest starport. I would recommend placing the hall near a major city. The 7-800m drive to the PA hall really isn't that bad, anyway...and you have the freedom to drop whatever you want, whenever you want (no need for zoning!).
Part Three: Faction...which way to go???
The roleplay response to that question is Neutral, but in SWG, that's just not viable. By being neutral, you limit your faction point sales (since being a Colonel offers a better delegate rate).
Faction-wise, the best way to go would be OPEN. What I mean by that is, you will take any faction. The stipulation is that potential members need to understand that their LOYALTY TO THE CARTEL SUPERCEDES THEIR LOYALTY TO THE FACTION. Yes, you read that correctly. As an Underworld PA, loyalty is to the Cartel first. As long as the players understand this, and use their faction only as a means to provide a 'service' to their 'clients'.
Faction-mixed P.A.s are usually a difficult prospect, but if you keep the above premise in mind, it can easily be managed.
Part Four: The Cartel and the Black Market
As an Underworld PA, the Black Market is your bread and butter. Sliced weapons, spice, and faction points are what will make a smuggler his/her money. As such, the Cartel is in a unique position to sway/control the price of these items across the entire galaxy. If your spice crates (which will be sold in every major starport) all bear the Cartel maker's mark, people will know they are buying the BEST from the BEST. When a sliced weapon is on a vendor, bearing the Cartel maker's mark, your customers will know that weapon is quality assured by the Underworld.
At this level, price gouging is also possible. This is all part of being a part of the Underworld! If your Cartel is large enough, you can certainly undercut the competition, since you'll be dealing in bulk anyway. By setting a 'standard' lower than what they are willing to sell at, you can still guarantee a profit for your members.
The Black Market also allows for the 'moron factor' we are all so fond of. If a P.A. is known to present a problem for Cartel members, all services to that P.A. can be denied outright, or inflated to such a degree that they have to make the choice to pay up, straighten up, or look long and hard for someone to do their work for them. You'll find that most people will not remain hostile for long...even in a game.
Part Five: Deadly Games
Bounty Hunters comprise the other major part of the Cartel. Their work is ESSENTIAL to the success of the Cartel as a whole. Without BHs, a Cartel is nothing more than a group of crafters with guns. Never forget that our brothers in the Underworld share our fate as well.
A successful Cartel will make sure that each Bounty Hunter is connected properly to a 'cell'. This cell will include support from Smugglers, crafters, and other combat professions. When a major hit is to be done (such as a powerful Jedi Knight, or even a Master), the BH can call on his cell for support...thus forming an appropriate 'gank squad'. Complain about the 'dishonor' of this all you like, but facts are facts...we are Underworlders, and skullduggery and tipped scales are how we operate...we play to win. Nothing says 'mission complete' like a group of three Bounty Hunters rolling out with Combat Medics and Smugglers in tow...
Part Six: Organizational Matters
Who leads the Cartel? Cartels that have a strong upper echelon survive the longest. There should be no absolute ruler (aka GuildMaster), but a figurehead that speaks for the Cartel, with a ruling Council behind him/her. All decisions should be made with the full consent of the Council, not bya single person. This prevents polarization and absolutism.
On that note, the Cartel cannot be organized along profession lines alone. Mixing BHs, Smugglers, and the other professions works best, and promotes unity between members. Making sure that everyone can work together is essential for the continued lifeblood of the Cartel.
The Spokesman (call it what you will..Director, Kingpin, Don, Boss...), while leader, should remember that he speaks for the Council, and the Cartel as a whole, and should be someone who has excellent public relations skills. The Spokesman will be the one who acts as a 'catchers mitt' when the poop comes flying at the Cartel (aka a Jedi guildleader is upset that one of his members was gang-banged by a Cartel gank squad). While the Spokesman has every right to tell the other guild leader where to go and how to get there, reaching a 'mutually beneficial solution' is always the best way to go...Watch the Godfather movies...Vito doesn't always declare war on his enemies...sometimes, money changes hands for favors or agreements of truce...a buy-off by another guild (say, the guild offering the Cartel a set amount of credits/crates of equipment in exchange for not taking any bounties on their members for 30 days) is not only monetarily beneficial to the entire guild (as that compensation would be spread to ALL members), but a power play as well. This is great for Role Play, by the way.
The Council should be made up of MATURE representatives of the membership as a whole, and the size of the Council should be based on the size of the Cartel. It is not necessary to have one representative from each profession, as that never works. Simply have people who are trusted by the membership sitting on the Council, who vow to look after the economic, social, and inter-guild health of the Cartel is enough.
Part Seven: Other Professions
Having only Smugglers and Bounty Hunters in your Cartel would be shooting yourselves in the collective foot. Smugglers and Bounty Hunters alone cannot, CANNOT control the Underworld. Listed are some professions that are necessary..this is by no means all professions that are needed:
Combat Medics/Doctors: Ever go into combat with a Jedi and wish you had a healer at your back? In a Cartel, you WILL. BHs should never go after a major mark without the support of a healer.
Artisans: Armorsmiths, Droid Engineers, Weaponsmiths, Chefs, Shipwrights, even tailors are a necessity for a Cartel. Money doesn't come from marks and spice alone...one must have steady income to survive. For more on this, see Part Eight (below).
Combat Elites: Riflemen, Pistoleers, Carbineers, Commandos...All are needed by (and need) the Cartel. See Part Ten for more information (below).
Entertainers: Always needed. Believe it or not, Entertainers are the BEST information gatherers a Cartel can have. Simply dancing in Coronet Cantina for a few hours can net ALOT of information (such as where the marks hang out and hunt, current happenings, and sources of potential customers and recruits). See Part Nine for more information (below).
So, as you can see, just about all professions have a place in the Cartel.
Part Eight: Safehouses, Harvs, Factories, & Trustees
Storage is always a problem for a large P.A. So is the acquisition of enough resources to keep the crafters in business. That is why a Cartel needs Trustees. Trustees are members who are valued, TRUSTWORTHY individuals who have access to the Safehouses (storage buildings), harvestors, and factories of the Cartel. They can set permissions for crafters who need to use the Cartel factories, empty Cartel harvestors and drop off the resources in the safehouses, etc.
It is not necessary nor advisable for a Cartel to be totally 'socialist', in that everyone uses everyone else's factories, harvs, etc. It is good for underworlders to have their own 'secret stashes', and adds flavor to the Cartel. However, most combat classes never use all of their slots, and having them drop a few harvs for the Cartel is always beneficial. Just remember to keep an eye on maintenance and power, and you can always make the money back by the goods and selling resources.
Part Nine: Fronts & Income
A Front is a business that is 'legal' yet provides a way to launder money, or to sell your illegal goods. Basically, in SWG terms, a Front would be a business run by a non-Underworld profession. These places allow your Cartel to make 'legal' money and thus spread your assets, insulating you from a 'Depression' that could result from drastically lower prices due to a nerf, revamp, or 'price war' with another P.A.
These businesses also provide a source of income for the Cartel. By placing 'loot' vendors and such in the merchant tents of the Fronts, a Cartel can make money to support it's harvestors, factories, safehouses, and projects. Simply having a Council member keep tabs (aka Treasurer) on such income and storing it in the PA treasury is a great way to keep things moving.
Most combat professions would be willing to donate some of their looted items from hunting to the Cartel. These alone will not keep the Cartel afloat, but help. Active assistance from members is needed. True members will not mind kicking back some proceeds every once in a while to assist the Cartel, and sales of surplus resources will definitely help the treasury stay in the black.
Crafters are not the only ones who bear the financial burden, either. Having BHs kick back a small amount of any bounty they use Cartel assistance on should not be required, but encouraged. Large bounties are usually worth the assistance, so giving back a small portion to the Cartel should be done without too much complaint.
Part Ten: Recruiting
Recruiting, once the initial Cartel is set up, should be fairly easy. Most combat professions will appreciate the roleplay value of the Underworld P.A. idea, and jump at the chance to join a group that will offer them the chance to participate in so many facets of the game (Bounty PvP, the Underworld, etc) and a network of fellow combatants to assist in helping them reach their experience point goals quickly.
Crafters, too, will jump at the chance to have a built-in economy. The Cartel is, in itself, a mini civilization. Members are in constant need of equipment, and the combatants usually have the money to spend on it. Not to mention the fact that the crafters have bodyguards when dropping harvestors and surveying for resources! The possiblities are endless.
In Closing
So, here it is. A bit long-winded, but it is here for your usage. The Cartel model I present may not be the perfect plan, but it is a plan nonetheless. Like it or hate it, I leave it for you to do with as you wish.
If you would like to see an example Cartel, check out the Black Widows on Sunrunner server (www.forest-moon.com)
EDIT: Spelling error
Message Edited by Erryc on 05-15-2005 10:38 PM
***Eyini Resresit***
Master Smuggler
The Black Widows
An Underworld Player Association
Sunrunner
Save your local smugglers, kill a jedi.